Is it possible to place a Kudan ARCameraViewController inside a UIView - ios

I want to use Kudan inside an existing React-Native App. You can create your own Native Components in React-Native so I thought I could make a Kudan-component.
In React-Native I have to write a function which returns a UIView, RN can place on the screen. But all tutorials about Kudan tell me to make my UIViewController into an ARCameraViewController which I can't do because of all the other RN-Components.
I tried the following (YTARViewController extends ARCameraViewController):
- (UIView *)view
{
UIViewController* controller = [[YTARViewController alloc] init];
UIView* view = [[ARCameraView alloc] init];
controller.view = view;
return view;
}
But this renders my app unresponsive with 100% CPU usage as soon as I instantiate this component from JS, which will run above code and try to place the view on screen, which doesn't happen, because the app is already unresponsive at this point.

Try this:
- (UIView *)view
{
UIViewController* controller = [[YTARViewController alloc] init];
UIView* view = [[ARCameraView alloc] init];
[controller.view addSubview: view];
\\ view.frame = assign frame here.
return view;
}

Related

UIImagePickerController not full screen

Since the iOS7 upgrade, I have a weird behaviour of the UIImagePickerController. In this application I am using the UIImagePickerController with a cameraOverlayView.
In iOS6 I called the UIImagePickerController using the following code:
_picker = [[UIImagePickerController alloc] init];
if ([UIImagePickerController isCameraDeviceAvailable:UIImagePickerControllerCameraDeviceRear]) {
_picker.sourceType = UIImagePickerControllerSourceTypeCamera;
_picker.cameraCaptureMode = UIImagePickerControllerCameraCaptureModePhoto;
_picker.cameraDevice = UIImagePickerControllerCameraDeviceRear;
_picker.showsCameraControls = NO;
_picker.navigationBarHidden = NO;
_picker.toolbarHidden = YES;
_picker.wantsFullScreenLayout = YES;
_overlayViewController = [[OverlayViewController alloc] init];
_overlayViewController.picker = _picker;
_overlayViewController.frameSize = self.frameSize;
_overlayViewController.delegate = self;
_picker.cameraOverlayView = _overlayViewController.view;
}
else {
_picker.sourceType = UIImagePickerControllerSourceTypePhotoLibrary;
}
_picker.delegate = self;
Where the OverlayViewController is an UIViewController, with a transparent background which draws some custom controls on screen.
But now in iOS 7 the camera is drawn through the statusbar and a black bar appears beneath the live camera view.
I can solve this by applying a CGAffineTransformMakeTranslation to the cameraViewTransform property of the UIImagePickerController, but why is this like this?
In iOS 7, by default UIViewController views take up the entire screen area including the status bar.
wantsFullScreenLayout
is deprecated and ignored. In some cases, this fix works (in the view controller class):
if ([self respondsToSelector:#selector(setEdgesForExtendedLayout:)]) {
[self setEdgesForExtendedLayout:UIRectEdgeNone];
}
In other cases, it's a bit more complicated. It's late here, so see how you go with it. Helpful things to note - in a UIViewController, the following code will give the correct statusbar height on both iOS 6 and iOS 7, should it come to having to align things using CGRect math:
if (UIDeviceOrientationIsLandscape(self.interfaceOrientation)) {
statusBarHeight = [[UIApplication sharedApplication] statusBarFrame].size.width;
} else {
statusBarHeight = [[UIApplication sharedApplication] statusBarFrame].size.height;
}
And then don't forget that in Interface Builder, there are the new "iOS 6 delta" adjustments that allow you to design for iOS 7 and then use offsets to correct for iOS 6.
Anyhow, let me know how you go.
My understanding of the issue, based on a few other SO threads and such, is that UIImagePickerController does not do what we'd expect in terms of managing the status bar via [UIViewController -prefersStatusBarHidden].
This means you either have to disable view controller status bar management entirely, via plist, or figure out a way to get UIImagePickerController to do what we want. On the assumption that you're not looking for the former, I can say I've had success in the latter by putting the picker in a wrapper controller that does what I want (but fall back to your previous code if you still need to detect/support iOS6):
#interface PickerContainer : UIViewController
#property ( nonatomic, weak ) UIImagePickerController* picker;
#end
#implementation PickerContainer
- (void) setPicker: (UIImagePickerController*) picker
{
[self addChildViewController: picker];
[picker didMoveToParentViewController: self];
self->_picker = picker;
}
- (void) viewDidLoad
{
[super viewDidLoad];
self.picker.view.frame = self.view.bounds;
[self.view addSubview: self.picker.view];
}
// Will have no effect in ios6 -- see [-init] for that option
- (BOOL) prefersStatusBarHidden { return YES; }
- (id) init
{
if ( ! ( self = [super init] ) ) return nil;
if ( detectThatThisIsIos6() ) self.wantsFullScreenLayout = YES;
return self;
}
#end
This will work for you, scaled camera, you will have a black bar at the bottom but it will get overlayed by tool bar
https://stackoverflow.com/a/15803947

Using SharedSingleton to call method

I have a UIviewController. I would to like to add as subview a UIView, but since the UIView doesn't have a viewdidload method, I need to manually call a method. I am doing this using shared singleton in this way:
In the view.m i have:
+ (TableLoadGroupMembersViewController *)sharedManager
{
static TableLoadGroupMembersViewController *shaderManager = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
shaderManager = [[TableLoadGroupMembersViewController alloc] init];
});
return shaderManager;
}
- (void)LoadTheView
{
TableViewGroupMembers = [[UITableView alloc] initWithFrame:CGRectMake(0, 0, 320, 460)];
TableViewGroupMembers.dataSource = self;
TableViewGroupMembers.delegate = self;
[TableViewGroupMembers addSubview:TableViewGroupMembers];
}
in the view.h I have
+ (TableLoadGroupMembersViewController *) sharedManager;
- (void)LoadTheView;
and in the viewcontroller.m I have:
CGRect frame = CGRectMake(100, 100, 300, 100);
TableLoadGroupMembersViewController *view = [[TableLoadGroupMembersViewController alloc] initWithFrame:frame];
[self.view addSubview:view];
TableLoadGroupMembersViewController* sharedSingleton = [TableLoadGroupMembersViewController sharedManager];
[sharedSingleton LoadTheView];
but the app crashes. Why?
EDIT:
The error is: 0x281db5d: pushl %esi ... Thread 1: EXC_BAD_ACCESS
but the app crashes. Why?
So, here you're creating a new instance of your view controller:
TableLoadGroupMembersViewController *view = [[TableLoadGroupMembersViewController alloc] initWithFrame:frame];
This will crash. Views have -initWithFrame methods, but your view controller probably doesn't.
Next, you're adding that view controller as a subview of self.view:
[self.view addSubview:view];
But a view controller is not a view, even if if you name the variable view, so you can't add it as a subview. If the first line didn't crash, this one will.
It looks like you're confusing your view controller class with a UIView subclass. Take a deep breath, read through the code while pretending that someone else wrote it, and try to figure out what's supposed to be happening here.
(It'd be a big help in the future, however, if you took the time to step through your code in the debugger and identify the specific line that's crashing.)
I'm not convinced (at all) that you need a singleton here for any reason, but the crash is almost certainly a matter of sending messages that the receiver doesn't implement, and it comes down to this confusing between view and view controller.

Find if a ViewController is already on the stack of views

I want to check if my view has already been added to the view, so that the user cannot repeatedly add the new UIViewController onto the view.
if (!self.fmovc)
{
self.fmovc = [[FMOVC alloc] initWithNibName: #"FMOVC" bundle:nil];
}
BOOL viewAlreadyDisplayed = NO;
for (UIView * b in self.view.subviews)
{
if ([b isKindOfClass:[FMOVC class]])
{
viewAlreadyDisplayed = YES;
}
}
if (!viewAlreadyDisplayed)
{
[self.view addSubview:self.fmovc.view];
}
This is not working because it never triggers
viewAlreadyDisplayed = YES;
What is the correct way to go about finding if your view is already being displayed?
Thanks,
-Code
Before adding just removeItFromSuperView...It may solve your prob
[self.fmovc.view removeFromSuperview];
[self.view addSubview:self.fmovc.view];
Make the UIView member variable say thatView;
if(!thatView) {
thatView = [[UIView alloc] init];
[self.view addSubView:thatView];
}
Once you release the superview, release thatView & make thatView to nil.
OR
always check & remove thatView if present from superview before allocating thatView.
Hope this Helps !!!

How to create popover in iPhone app?

I'm looking for popover in iPhone and i want to make it like iOS 5 Reader feature:
After little research i found WEPopover and FPPopover but i'm looking if there anything like this API built-in iphone SDK.
You could make a UIView with some custom artwork and display it with an animation on top of your view as a "popover" with some buttons like so:
UIView *customView = [[UIView alloc] initWithFrame:CGRectMake(25, 25, 100, 50)]; //<- change to where you want it to show.
//Set the customView properties
customView.alpha = 0.0;
customView.layer.cornerRadius = 5;
customView.layer.borderWidth = 1.5f;
customView.layer.masksToBounds = YES;
//Add the customView to the current view
[self.view addSubview:customView];
//Display the customView with animation
[UIView animateWithDuration:0.4 animations:^{
[customView setAlpha:1.0];
} completion:^(BOOL finished) {}];
Don't forget to #import <QuartzCore/QuartzCore.h>, if you want to use the customView.layer.
Since iOS8 we are now able to create popovers, that will be the same on iPhone, as on iPad, which would be especially awesome for those who make universal apps, thus no need to make separate views or code.
You can get the class as well as demo project here: https://github.com/soberman/ARSPopover
All you need to do is subclass UIViewController, conform to the UIPopoverPresentationControllerDelegate protocol and set desired modalPresentationStyle along with the delegate value:
// This is your CustomPopoverController.m
#interface CustomPopoverController () <UIPopoverPresentationControllerDelegate>
#end
#implementation CustomPopoverController.m
- (instancetype)init {
if (self = [super init]) {
self.modalPresentationStyle = UIModalPresentationPopover;
self.popoverPresentationController.delegate = self;
}
return self;
}
- (UIModalPresentationStyle)adaptivePresentationStyleForPresentationController:(UIPresentationController *)controller {
return UIModalPresentationNone; //You have to specify this particular value in order to make it work on iPhone.
}
Afterwards, instantiate your newly created subclass in the method from which you want to show it and assign two more values to sourceView and sourceRect. It looks like this:
CustomPopoverController *popoverController = [[CustomPopoverController alloc] init];
popoverController.popoverPresentationController.sourceView = sourceView; //The view containing the anchor rectangle for the popover.
popoverController.popoverPresentationController.sourceRect = CGRectMake(384, 40, 0, 0); //The rectangle in the specified view in which to anchor the popover.
[self presentViewController:popoverController animated:YES completion:nil];
And there you have it, nice, neat blurred popover.

UIView and UIViewController

I know this is really basic stuff but i need to understand whether my understanding of this is correct.
So what i want to do is this. I want an view with a label on which when double tapped flips and loads another view. On the second view i want a UIPickerView and above i have a button saying back. Both views will be of same size as an UIPickerView which is 320px x 216px.
What i am thinking of to do is create two UIViewclasses named labelView and pickerView. I would then create a viewController which on loadView loads labelView then when user double taps the labelView i get an event in labelView class which is sent to my viewController that then can unload loadView and load the pickerView.
Does this sound as the best way to do this ? Is there a simpler way ? I am also unsure how i route the event from the labelView class to the viewControllerclass.
I dont exactly know the most efficient way to do it(as i am also now to this language),but it is for sure that i have solved ur problem. I made a simple program for that.Three classes involved here in my eg are BaseViewController (which will show two views),LabelView and PickerView (according to ur requirement).
In LabelView.h
#protocol LabelViewDelegate
-(void)didTapTwiceLabelView;
#end
#interface LabelView : UIView {
id <LabelViewDelegate> delegate;
}
#property(nonatomic,retain)id <LabelViewDelegate> delegate;
-(void)didTouch;
#end
In LabelView.m
#synthesize delegate;
-(id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self)
{
UILabel* labl = [[UILabel alloc] initWithFrame:CGRectMake(10, 5, frame.size.width-20,20)];
labl.text = #"Some Text";
[self addSubview:labl];
[labl release]; labl = nil;
self.backgroundColor = [UIColor grayColor];
UITapGestureRecognizer* ges = [[[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(didTouch)] autorelease];
ges.numberOfTapsRequired = 2;
[self addGestureRecognizer:ges];
}
return self;
}
-(void)didTouch
{
[delegate didTapTwiceLabelView];
}
//=============================================================
In Pickerview.h
#protocol PickerViewDelegate
-(void)didTapBackButton;
#end
#interface PickerView : UIView <UIPickerViewDelegate,UIPickerViewDataSource>{
id <PickerViewDelegate> delegate;
}
#property(nonatomic,retain)id <PickerViewDelegate> delegate;
#end
In Pickerview.m
#implementation PickerView
#synthesize delegate;
-(id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self)
{
UIPickerView* picker = [[UIPickerView alloc] initWithFrame:CGRectMake(0, 30, 320, 216)];
picker.delegate = self;
picker.dataSource = self;
[self addSubview:picker];
[picker release]; picker = nil;
self.frame = CGRectMake(frame.origin.x, frame.origin.y, 320, 250);
UIButton* btn = [UIButton buttonWithType:UIButtonTypeRoundedRect];
[btn setFrame:CGRectMake(10, 1, 50, 27)];
[btn setTitle:#"Back" forState:UIControlStateNormal];
[btn addTarget:self action:#selector(backButton) forControlEvents:UIControlEventTouchUpInside];
[self addSubview:btn];
}
return self;
}
-(void)backButton
{
[delegate didTapBackButton];
}
//====================================================================
in BaseViewController.h
#import "LabelView.h"
#import "PickerView.h"
#interface VarticalLabel : UIViewController<UITextFieldDelegate,PickerViewDelegate,LabelViewDelegate> {
PickerView* myPickerView;
LabelView* myLabelView;
}
#end
In BaseViewController.m
-(void)viewDidLoad
{
[super viewDidLoad];
myPickerView= [[PickerView alloc] initWithFrame:CGRectMake(0, 50, 320, 250)];
[self.view addSubview:myPickerView];
myPickerView.delegate = self;
myLabelView= [[LabelView alloc] initWithFrame:CGRectMake(0, 50, 320, 250)];
[self.view addSubview:myLabelView];
myLabelView.delegate = self;
myPickerView.hidden = YES;
}
#pragma mark PickerViewDelgate
-(void)didTapBackButton
{
myPickerView.hidden = YES;
myLabelView.hidden = NO;
}
#pragma mark LabelViewDelegate
-(void)didTapTwiceLabelView
{
myPickerView.hidden = NO;
myLabelView.hidden = YES;
}
To get events from a button to the view controller, just hook up the button's event, e.g. touch up inside, to a method in the view controller, using interface builder. (Double tapping is probably more complicated though.)
When you say 'flips', do you mean it actually shows an animation of flipping over a view to show a 'reverse' side? Like in the weather app when you hit the 'i' button? I'm assuming this is what you mean.
Perhaps check TheElements sample example on the iPhone Reference Library, it has an example of flip animation.
Btw, it's not strictly necessary to unload the loadView that is being 'hidden' when you flip -- it saves you having to construct it again when you flip back -- but it may be pertinent if you have memory use concerns, and/or the system warns you about memory being low.
Also, what do you mean by "create a UIView"? Do you mean subclass UIView, or just instantiate a UIVIew and add children view objects to it? The latter is the usual strategy. Don't subclass UIView just because you want to add some things to a UIView.
If you've got one screen of information that gives way to another screen of information, you'd normally make them separate view controllers. So in your case you'd have one view controller with the label and upon receiving the input you want, you'd switch to the view controller composed of the UIPickerView and the button.
Supposing you use Interface Builder, you would probably have a top level XIB (which the normal project templates will have provided) that defines the app delegate and contains a reference to the initial view controller in a separate XIB (also supplied). In the separate XIB you'd probably want to add another view controller by reference (so, put it in, give it the class name but indicate that its description is contained in another file) and in that view controller put in the picker view and the button.
The point of loadView, as separate from the normal class init, is to facilitate naming and linking to an instance in one XIB while having the layout defined in another. View controllers are alloced and inited when something that has a reference to them is alloced and inited. But the view is only loaded when it is going to be presented, and may be unloaded and reloaded while the app is running (though not while it is showing). Generally speaking, views will be loaded when needed and unnecessary views will be unloaded upon a low memory warning. That's all automatic, even if you don't put anything in the XIBs and just create a view programmatically within loadView or as a result of viewDidLoad.
I've made that all sound more complicated than your solution, but it's actually simpler because of the amount you can do in Interface Builder, once you're past the curve of learning it. It may actually be worth jumping straight to the Xcode 4 beta, as it shakes things up quite a lot in this area and sites have reported that a gold master was seeded at one point, so is likely to become the official thing very soon.
With respect to catching the double tap, the easiest thing is a UITapGestureRecognizer (see here). You'd do something like:
// create a tap gesture recogniser, tell it to send events to this instance
// of this class, and to send them via the 'handleGesture:' message, which
// we'll implement below...
UITapGestureRecognizer *tapGestureRecognizer = [[UITapGestureRecognizer alloc]
initWithTarget:self action:#selector(handleGesture:)];
// we want double taps
tapGestureRecognizer.numberOfTapsRequired = 2;
// attach the gesture recogniser to the view we want to catch taps on
[labelView addGestureRecognizer:tapGestureRecognizer];
// we have an owning reference to the recogniser but have now given it to
// the label. We don't intend to talk to it again without being prompted,
// so should relinquish ownership
[tapGestureRecognizer release];
/* ... elsewhere ... */
// the method we've nominated to receive gesture events
- (void)handleGesture:(UIGestureRecognizer *)gestureRecognizer
{
// could check 'gestureRecognizer' against tapGestureRecognizer above if
// we set the same message for multiple recognisers
// just make sure we're getting this because the gesture occurred
if(gestureRecognizer.state == UIGestureRecognizerStateRecognized)
{
// do something to present the other view
}
}
Gesture recognisers are available as of iOS 3.2 (which was for iPad only; so iOS 4.0 on iPhone and iPod Touch).

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